;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows Serfs to build castles.
^Allows Serfs to build towns.
^Allows Serfs to build suburbs.
^Allows Serfs to claim domains.
^Increases the effect of Churches.
^Increases the effect of Taverns.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Caravel Fleet success by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make landfalls.
^Invisible to most enemy units.
^You cannot train this unit.
^May be lost out of sight of land.
^Ignores City Walls.
^Only Moslems can train.
^Can travel over great distances.
^Treats all terrain as road.
^Defense +50% versus infantry.
^Support the Caliphate for free.
^Lost after attacking.
^Only Byzantines can train.
^Only Western Christians can train.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Royal Court
@PEDIAIMPROVE1
The Royal Court is the residence of the head of state and the Seat of government and, therefore eliminates corruption and waste in the Capital city.

@;Training Grounds
@PEDIAIMPROVE2
The Training Grounds are special structures where novice soldiers experience their fighting skills thus earning veteran status.

@;Storehouse
@PEDIAIMPROVE3
The Storehouse contains the city's food supplies. Only half of city's food store is depleted when city increases in size.

@;Church
@PEDIAIMPROVE4
Churches are places of worship that turn up to two discontented citizens content.

@;Market
@PEDIAIMPROVE5
Flourishing trade at the Market increases tax and luxury output by 50%.

@;Monastic Scriptorium
@PEDIAIMPROVE6
The Monastic Scriptorium stores all intelectual writings in the city providing a source of knowledge so it increases science output by 50%.

@;Dungeon
@PEDIAIMPROVE7
By applying the King's Law, the Dungeons are filled with criminals, thus decreasing corruption by 50%. Makes city more resistant to bribery by enemy monks and spies. Under Sultanate, one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Surrounds the city with defensive walls so units in city are tripled on defense versus ground attacks.

@;Water Supply
@PEDIAIMPROVE9
As the city grows, a Water Supply is required to provide fresh water and put out fires, allowing the city to increase beyond size 6.

@;Treasury
@PEDIAIMPROVE10
The Treasury is the place where all the funds of the city are safely guarded. It eliminates the risks of theft and generates a profit of an aditional 50% along with the Market.

@;Cathedral
@PEDIAIMPROVE11
The Cathedral represents not only a huge religious construction but a place where people gather to discuss. As a result, four citzens are made content (three after the discovery of Late Feudal Kingdom).

@;Imam Schools
@PEDIAIMPROVE12
Imams are Moslem priests trained in the spirit of the Koran, providing education to most future talents and philosophers. The advantage of training your wisemen at the Imam School is an extra 50% science output as long as they have a Scriptorium to study at.

@;Hospital
@PEDIAIMPROVE13
Hospitals provide for the sick people and prevent the spread of plague across the countryside. As a result the Black Death risk caused  by your citizens is eliminated.

@;Tavern
@PEDIAIMPROVE14
Taverns are places where people gather to talk and drink ale at the end of the day. This activity can entertain three of your citizens and four Byzantine citizens after they discover Ecumenical Councils.

@;Forge
@PEDIAIMPROVE15
Forges are the first blacksmith workshops which need relative low amounts of raw materials and can increase resource production by 50%.

@;Manufacture
@PEDIAIMPROVE16
Some Royal Manufactories where famous and productive specialized workshops of the Middle Ages. They where used by the Kings to provide the needed armour and weapons for their permanent armies. In doing so they generate an extra 50% resource production, cumulative with the Forge. 

@;Town Fortune
@PEDIAIMPROVE17
The Town Fortune represents the amount of wealth the city has in values. It is only intended to act as booty for the victors of that particular city.

@;Catacombs
@PEDIAIMPROVE18
Major cities needed catacombs to ensure a safe and clean sewer system. They help eliminate the pollution caused by extensive resource production from your Forges and Manufactures, thus decreasing plague risks near the city. 

@;Wind Mill
@PEDIAIMPROVE19
Increases Forge output by 50%.

@;Water Mill
@PEDIAIMPROVE20
Increases Forge output by 50%. City must have a river to build a Water Mill.

@;Mercenary Camp
@PEDIAIMPROVE21
Recruited mercenaries help increase Forge output by 50%

@;Trade Centre
@PEDIAIMPROVE22
Trade Centres are only the most wealthy cities in the feudal period that act as gathering place for rich merchants.They increase all tax and luxury income by 50%, cumulative with the market and treasury.


@;Aqueduct
@PEDIAIMPROVE23
Aqueducts are master engineering structures, built even from the time of the Romans to ensure clean water to the city. 
As the town grows into a city, your citizens will not accept to dwell in it over the size of 10.

@;Monastery
@PEDIAIMPROVE24
Monasteries are not only places of worship under the authority of the Church, but most of the times are centres of clerical administration in the countryside. With a monastery, all your domains generate an extra food unit.

@;Custom House
@PEDIAIMPROVE25
Customs are places of profit for the city's authorities where travellers 
and merchants have to pay a tax for crossing a bridge or road and therefore 
generates 50% more trade profit on every terrain with roads.

@;University
@PEDIAIMPROVE26
A University is the highest form of educational institution in your city, a place of public debates between students and teachers which lead to many inventions and breakthroughs in science. Science output is increased by an aditional 50% if your students have a Rethor and Library to study at.

@;Merchants Guild
@PEDIAIMPROVE27
The Merchant Guild is the ultimate urban organization, meaning that the city is as rich as can be. It is only intended to be sold by the city's new rulers

@;Dikes
@PEDIAIMPROVE28
Mediaval war ships where small wooden vessels powered by oarsmen or sails and where used mainly for naval combat. However as the grim Viking raids have shown, they could make landfalls near unprotected coastlines. This improvement gives all units in the city doubled defense against naval attacks.

@;Wind Mills
@PEDIAIMPROVE29
Wind Mills are more advanced and cleaner than Water Mills in generating an extra 50% resource production, cumulative with the Forge. 

@;Fishing Docks
@PEDIAIMPROVE30
There where mainly two types of harbors in a mediaval city: comercial and military. The fishing docks are mainly used by fishermen who increase the amount of food in every sea square by one.

@;Shipyards
@PEDIAIMPROVE31
It has been discovered that some plants found near the water, like reeds, could replace the scarce materials on land in the process of constructing ships, thus generating an extra resource shield for every sea square.

@;Transport Docks
@PEDIAIMPROVE32
These special docks are ment to illustrate the speed of travelling over large bodies of water once larger and more reliable ships where developed. It can transport any ground unit to any city which also has Transport Docks in one year.

@;Town Guard
@PEDIAIMPROVE33
The small, medieval city had numerous problems in its scarce existence but the most important one was its secuirity. The Town Guard provided some protection against Barbarian raids thus decreasing unhappiness and riots caused by the military campaigns outside the city.

@;Shipyard
@PEDIAIMPROVE34
The warship warfs are equipped with specialists in the construction of war vessels. Every ship produced by the city gains veteran status and any ship spending its entire turn in the city is completely repaired.

@;V Supply Junk
@PEDIAIMPROVE35

@;V Caravel
@PEDIAIMPROVE36

@;V Shield Juggernaught
@PEDIAIMPROVE37

@;Crusade Tributes
@PEDIAIMPROVE38
Numerous  Christian donations help convert production into trade.

@;Pyramids
@PEDIAIMPROVE39
^The Pyramids of Gizeh, built in the 4th and 5th Dynasty 
(ca. 2600-2320 BC) have also been admired in the Middle Ages.
^
^Hint: Already built at game start.
^Advantage: Counts as a granary in every city.

@;Dome of the Rock
@PEDIAIMPROVE40
The gold covered Dome of the Rock is the holiest Muslem shrine in the city. 
^
^Hint: Already built at game start.
^Advantage:One extra aristocrate in every city.

@;Trade Chart
@PEDIAIMPROVE41
^Seatrade among the Lombard League of Italian cities, mainly Venice and Genoa, alowwed them to flourish.
^
^Hint: Already built at game start.
^Advantage: City produces one extra trade arrow in each square that
already produces one.

@;Fleet of Alfred the Great
@PEDIAIMPROVE42
^The fleet of the King of the Western Saxons in England was even able to resist the Viking fleet in 897 AD.  
^
^Hint: Already built at game starts.
^Advantage: Coastal ships can move across the sea with no danger, 
and all other types of ship have their movement rate increased 
by one. Also, all new ships you produce receive veteran status.

@;Tomes of the Koran
@PEDIAIMPROVE43
^The Koran, equivalent of the Christian Bible was the basis of Islamic society.
^
^Hint: Already built at game start.
^Advantage: the Caliphate receives any civilization advance
already discovered by two other kingdoms.

@;Hagia Sophia
@PEDIAIMPROVE44
^The most impressive religious structure in Constantinople and the Byzantine 
Empire was built under Justinian the Great
^
^Hint: Already built at game start.
^Advantage: Doubles the effect of all of your churches.

@;Krak de Chevaliers
@PEDIAIMPROVE45
^Available to the English Hospitaliers, Krak de Chevaliers is a formidable defense in the Holy Land.
^
^Advantage: Enemy kingdoms must offer cease-fire or peace
in negotiations.  Combat strength doubled against infidels.

@;Jihad
@PEDIAIMPROVE46
^Jihad, the Islamic Holy War against the Infidels is equivalent to the Christian Crusades.
^  
^Advantages: All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;The First Crusade
@PEDIAIMPROVE47
^The successful First Crusade began 1096 in several large groups of enthusiasts and ended in victory.
^
^Advantage:  Every square near city produces an extra "shield".

@;Doomsday Book
@PEDIAIMPROVE48
William the Great ordered the making of this census book for administrative purposes.
^
^Advantages:  You receive a free embassy with every rival Civilization. 

@;The Vatican
@PEDIAIMPROVE49
Rome and the papacy are the holliest symbol of the Christian faith.
^
^Hint: Already built at game start.
^Advantages: Counts as a Cathedral in each of your cities.

@;Mont Saint Michel
@PEDIAIMPROVE50
This monastery in Normandy was house to many works of culture.
^
^Advantage: Increases science output of city by 50%.

@;The Imperial Fleet
@PEDIAIMPROVE51
^The Byzantine fleet was well known for the use of Greek Fire.
^
^Advantage: Movement rate of all ships is increased by two.

@:Hippodrome
@PEDIAIMPROVE52
^The Hippodrome was the largest structure ment for entertainment in the Middle Ages.
^
^Hint: Already built at game start.
^Advantage: All unhappy citizens in city are content.

@;Carolingian Reformation
@PEDIAIMPROVE53
^After Charlemagne's example, French armies never employed obsolete units in combat.
^
^Hint: Already built at game start.
^Advantage: Whenever one of your units becomes obsolete it is replaced by an equivalent modern unit.

@;Notre Dame
@PEDIAIMPROVE54
^Notre Dame is the name of many French cathedrals, most important being the one in Reims and Paris
^
^Advantage: Decreases unhappy citizens on same continent by 2 per city.

@;Theological Seminary
@PEDIAIMPROVE55
^Theology was an important aspect in Muslem life, all ordinary believers having to give thanks to Allah five times a day. 
^
^Advantage: Doubles science output of city.

@;Silkroad Caravansaray
@PEDIAIMPROVE56
Trading Posts, Customs and Caravansarays built near the Silkroad yielded tremenduous profits to their owners.
^
^Advantage: Pays the maintenance for all city improvements which ordinarily cost 1 gold Crown per turn.  City improvements requiring more than 1 Crown maintenance are not affected.

@;Hannon's Fleet
@PEDIAIMPROVE57
^Pope Urban's Crusade prayer had a great impact on the commoners of medieval Europe
^
^Advantages: Two free civilization advances.

@;Basil the Great's Reforms
@PEDIAIMPROVE58
^A terrible ruler, Basil the Great brought the Byzantine Empire back to its former glory.
^
^Advantage: Eliminates unrest between governments and allows any form of government to be chosen.

@;Church of the Holy Tomb
@PEDIAIMPROVE59
^The most sacred place in the Christian world offers great diplomatic advantages.
^ 
^Advantage: When you first obtain control of the church, every kingdom's attitude toward you is immediately shifted 25 points in your favor.  Attitudes continue to improve gradually over time.  Other nations are also quicker to forget your past transgressions.

@;Valley of The Kings Tombs
@PEDIAIMPROVE61
Following the Norman Conquest, English productivity was seriously boosted.
^
^Advantage: Counts as a Water Mill to every city on this continent.

@;Holy Roman Empire
@PEDIAIMPROVE60
^As the follower of the Roman Caesars, the German Emperor enjoyed great privileges.
^ 
^Advantage: Counts as a Town Guard in every one of your cities.

@;The True Cross
@PEDIAIMPROVE62
^The legendary and holliest of Christian relics was said to be seriously guarded by the Templars.

@;The Reichstag
@PEDIAIMPROVE63
^The Reichstag stands for the influence of the Council of the Electors in imperial matters.
^
^Advantages:
^* Free embassy with every other kingdom.
^* Enemy kings cannot refuse your peace treaties.
^* As an Empire, you can declare war 50% of the time (campaigns assisted by the Council of the Electors).

@;Geographic Compendium
@PEDIAIMPROVE64
^The advantages of a complete world map are self evident.
^
^Advantage: Shows the entire map and eventually allows construction of the Caravel fleet.

@;The Great Mosque
@PEDIAIMPROVE65
^The Great Mosque in Cairo was also the gathering place for the wisemen of the city.
^ 
^Advantage:Counts as a University in all your cities.

@;Tower of London
@PEDIAIMPROVE66
The Tower of London had many uses, starting as fortress, residence and prison.
^
^Advantages: One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Patriarchate, Tyranny, and
later the Empire and the Kingdom, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Rebellion--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Rebellion. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Tyranny, except that the corruption
rate is VERY HIGH (see entry for Tyranny).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Tyranny
Tyranny apeared in VII'th and VI'th century Greece, when the Gentilic
Aristocracy came into a downfall with the creation of the Poleis ( Greek
city states ) and a more equitable form of government. The tyrant is almost
always a despotic ruler, however, and his form of government is not very
eficient. An exeption to this rule would be the Athenean tyrant Pisistrates,
during whose reign Athens florished.
^Tyranny returned in the IV'th century, when the Poleis where in a deep crisis
caused by the Peloponesian War. An example of such a tyrant was Hieron of
Syracusae.
^
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers DON'T NEED food from the suporting city.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Tyranny has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL

^Under Tyranny, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Tyranny's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Oligarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Oligarchy
^UNIT SUPPORT
Each unit beyond the fifth costs one shield per turn.
Settlers DON'T NEED food from the suporting city.
^
^HAPPINESS
Oligarchy is translated as "the rule of the few". Most famous oligarchies
are the ones in Sparta ( where the power was in the hands of the Gerusia
and Ephorate), Thebes, Athens ( initially, the 9 Archons were elected by
the Areopagos- the noble eupatrid asembly), Rome in the last few years of
the Republic ( the two Triumvirates ), and Carthage ( the noble judges-suffetes
were elected from the influential families such as Hanibal's ).
^Oligarcy is not a very eficient form of government because corruption is
quite high, but you can support a strong army.
^
^Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Oligarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under an Oligarchic government, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Oligarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Empire
^UNIT SUPPORT
^In 31BC the time of the Roman Emperors begins, the rights of the senate were limited, 
and Rome became again a monarchy. 
^Under Augustus the empire was more stabilized, but the social conflicts remained unsolved 
or were not seen by the citizens, because of the "bread and circuses". Also the Roman politics 
depended now more on the personal abilities of the emperors.
^Economically and culturally especially the early empire was very prosperous, and under 
Trajan the empires borders reached even Parthia in 115AD.
^
^Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under the Empire, state control of the economy eliminates
corruption.
^
^SPECIAL
All SPY units produced under Imperial governments are
given VETERAN status.  Under the Empire, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
The Empire is best for large, far-flung states which need
to maintain a large military.  Use your powerful spies to
steal technology from the democrate rebels.

@PEDIAGOVT4
@width=600
@title=Civilization Government: The Great Kingdom
^UNIT SUPPORT
The Great Kingdom of Persia was at its peak at the end of the VI'th century BC., before
it came in conflict with the Greek Poleis in Asia Minor and Hellas itself. This conflict
led to the Medic Wars, which proved the ineficiency of the huge, disorganized Persian
army which consisted of many opressed nations. The Persians proved tolerant at the beginning
of their expansion, but the bitter defeat in Greece turned them into despotic rulers, which
eventually led to their downfall and the conquest of the whole kingdom by Alexander the Great
from 336 to 323.
^
^Every military unit beyond the second costs one shield per turn.
Settlers eat one food per turn.
ONLY Kingdoms may prodce Slaves. Slaves, Soldiers and Sarissophoroi are free support

^
^HAPPINESS
Under the Kingdom, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Kingdom experience a LOW rate of corruption.
However, The Kingdom has the special disadvantage that
all SCIENCE is DIMINUATED because of the absolutist rule
of the king who persecutes philosophists and wisemen who opose his despotic rule.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "taxes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "treacherous acts" committed by
your Envoys and Spies are reduced.
Under the Kingdom, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
kingdom eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish
and army suport can become a problem if you create too many
units in a single city..


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
^Romes government changed around 500BC from a kingdom into a republic.
The Senate and the two Consuls, elected for one year, had the highest power.
^During the times of  the early republic many conflicts between the noble Patricians
and the poorer Plebeians, which were the majority of Romes citizens, took place.
Until 287BC the Plebeians reached step by step more political rights and access to
the all important administration positions. Finally, the new Roman Nobility, consisting
of Partricians, took to the power which led, eventually, to the restauration of monarchy
in the form of the Empire. 
^
^Each unit costs one shield per turn.  Settlers eat one
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a military camp within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
decreting the Veteran Law can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
The democracy, the rule of the people, was developed in the Greek Poleis, especially Athens. 
Science, trade and culture were on their highest level. But only the citizens of every Polis 
could enjoy all advantages of the democracy, not strangers, women and of course slaves.  
^
^Each unit costs one shield per turn.  Settlers eat one
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

@;This line must remain at the end of this file! 